feat(render): Phase A8.F — wire camera-collision probe + cell/self id into GameWindow
Both RetailChaseCamera construction sites now supply CollisionProbe with a fresh PhysicsCameraCollisionProbe(_physicsEngine). The per-frame Update call gains cellId: _playerController.CellId and selfEntityId: _playerController.LocalEntityId so the probe has the correct spatial context for sphere-sweep queries. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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1 changed files with 5 additions and 1 deletions
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@ -6863,7 +6863,9 @@ public sealed class GameWindow : IDisposable
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playerVelocity: _playerController.BodyVelocity,
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isOnGround: result.IsOnGround,
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contactPlaneNormal: _playerController.ContactPlane.Normal,
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dt: (float)dt);
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dt: (float)dt,
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cellId: _playerController.CellId,
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selfEntityId: _playerController.LocalEntityId);
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// Send outbound movement messages to the live server.
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if (_liveSession is not null)
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@ -10693,6 +10695,7 @@ public sealed class GameWindow : IDisposable
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_retailChaseCamera = new AcDream.App.Rendering.RetailChaseCamera
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{
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Aspect = _chaseCamera.Aspect,
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CollisionProbe = new AcDream.App.Rendering.PhysicsCameraCollisionProbe(_physicsEngine),
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};
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}
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_cameraController.EnterChaseMode(_chaseCamera, _retailChaseCamera);
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@ -10826,6 +10829,7 @@ public sealed class GameWindow : IDisposable
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_retailChaseCamera = new AcDream.App.Rendering.RetailChaseCamera
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{
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Aspect = _window!.Size.X / (float)_window.Size.Y,
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CollisionProbe = new AcDream.App.Rendering.PhysicsCameraCollisionProbe(_physicsEngine),
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};
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// K.1b: _playerMouseDeltaX is no longer consumed by
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// MovementInput, but we still reset it here so any stale
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